Stellaris

Stellaris

Scaling Pop Growth [3.4.x]
110 Comments
Soldaten_112 19 Dec, 2024 @ 7:16pm 
Unless it isn't working I don't see why he'd need to update the mod. It works fine for me.
AFGHAN PSYCHO 5 Jun, 2024 @ 9:58pm 
please update this
DeadLy38 29 Aug, 2022 @ 12:35pm 
Hello, should I just leave the two population sliders ("Logistic growth ceiling" and "Growth required scaling") at default when using this mod?
Dalob 7 Jun, 2022 @ 7:53am 
@Renan

Thanks for the reply, thats what i suspected but decided to ask anyways since idk about what goes on in the background.

Thanks again!
Jame  [author] 6 Jun, 2022 @ 4:52pm 
Dalob,

As far as I know, this isn't something caused by this mod. This should only add jobs and pop growth based on the amount of pops on a planet.
Dalob 6 Jun, 2022 @ 3:27pm 
Just on the off chance that it comes from here since this is the only Pop affecting Mod i have:

I have a Machine empire and on some of my colonies the Mashines are being deconstructed without any given reason for it, they deconstruct faster then they are assembled causing these colonies to vanish after a certain point.

Is there any chance a variable in this mod might cause this?
Jame  [author] 15 May, 2022 @ 6:56am 
Overlord update posted. Please let me know if I missed any issues!
Jame  [author] 12 May, 2022 @ 5:32pm 
An update for Overlord will be released soonish!
Jame  [author] 23 Mar, 2022 @ 7:09pm 
genericplayer12345,

Yes. The event will run 1 month in and should spawn the planetary feature normally.
genericplayer12345 20 Mar, 2022 @ 10:13pm 
Is this save-game compatible? If I pop it in to a game in-progress, will it still work?
I've got a bunch of worlds I need to get up and running and it's 2400+ in my current game
Jame  [author] 1 Mar, 2022 @ 5:03pm 
Herr Maledictus Made,

Planets with huge caps are honestly going to spit out pops ridiculously fast the higher their numbers go. Going off of default values, if you have 241 pops, you'll be having a growth of 30(!) before your normal growth modifiers.
What's more is that the modifier is multiplicative, so if you have 20 pops (+22%) and a +15% growth modifier, you'll have 40.30% additional growth (4.209 instead of organic default growth of 3).

The newish capacity system that Stellaris introduced however long ago does interfere with pop growth. I considered making this mod disable that system, but unfortunately I am not sure if people have gotten used to this working on top of that, and I don't want to make such changes without everyone knowing that this mod would change it.
ShinyNobody 28 Feb, 2022 @ 10:21pm 
Like petete ask does it mean both sliders are supposed to be maximum left? i forgot to make the first one to the left and the problem was that my population grew in the mid late game faster then i could build districts =D. Or where my other mods making a killer combo? my ecumenopolis had a montly growth that made 1 pop in 2 month XD
Soldaten_112 25 Feb, 2022 @ 5:40pm 
Confirmed to work in 3.3
Jame  [author] 12 Dec, 2021 @ 11:35am 
Yes, it has been tested and does appear to work for 3.2.
RutraNickers 12 Dec, 2021 @ 10:19am 
is it working with 3.2?
Jame  [author] 30 Nov, 2021 @ 5:58pm 
Petete,
It is best to disable vanilla's slider with this mod, otherwise it will tamper with your pop growth. It's all personal preference however.
Petete 27 Nov, 2021 @ 7:25am 
Should I disable vanilla's slider when using this mod?
ハートアンダーブレー 9 Nov, 2021 @ 8:32am 
I do think that the huge emigration push factor that lack of housing gives is a really good feature of this mod, and I would like to suggest some add-ons to said feature. Population nearing planet carrying capacity and low amount of available jobs should also give emigration push factors, and vice versa for the opposite. For example, 2 remaining jobs will give emigration push equivalent to 30% growth reduction, 1 will give 60%, no jobs available will give 90%. This is to simulate the competition required for pops to find jobs being high, and more pops are choosing to migrate to colonies with lower competition and higher job count.

pt 2
ハートアンダーブレー 9 Nov, 2021 @ 8:32am 
This is a great mod and the spiritual successor to the carrying capacity mod. I have some ideas regarding to balance and new features.

IMO right now robot pops have way too much growth compared to bio pops. Robots are able to settle anywhere as they have 100% habitability everywhere, and thus assembly jobs given by pops should have increased pop number requirements or the pop assembly cost should be increased to 200 base just like the original carrying capacity mod.

In regards to bio pop growth, I think that the base growth of bio pops are too fast and should be curtailed. Bio pop growth should be affected mainly by the number of pops in a planet, with carrying capacity/habitability/jobs/housing affecting it. I suggest that the base growth of bio pops should be reduced to 1, so that new colonies would depend on emigration immigration factors or resettlement for initial pop growth.

pt 1
swifter 25 Oct, 2021 @ 8:56am 
This is a great mod that makes one planet or tall play very viable, thanks for making it.
Jame  [author] 29 Sep, 2021 @ 7:04am 
This has been updated for 3.1.x. There are new civics involved with Lem such as the cloning based one. I have not properly tested this mod for that method of pop growth, so please report anything that may seem off (such as cloning growth being painfully slow compared to normal growth).
Reaverslayer 29 Sep, 2021 @ 4:16am 
No Problem take your time :steamhappy:
Jame  [author] 28 Sep, 2021 @ 7:39pm 
Reaverslayer,

I disappeared off the face of the earth for a bit and didn't know there was an update. Now that I know, I'll be updating this for 3.1 soon, though it may take some testing first.
Reaverslayer 28 Sep, 2021 @ 3:37am 
Will there be a 3.1 Update for this Mod? Love your Mod cant play without it. :lunar2019grinningpig:
Fish 14 Jul, 2021 @ 1:54am 
There is a mod called Balance Morty that does that
Vintage Fruitcake 21 May, 2021 @ 1:12pm 
What are the recommendations with the new pop scaling settings that paradox added to the game?
JURASA 20 May, 2021 @ 6:22am 
Ah ok, that makes a lot more sense. With what you said, however, would it be possible to track machine/robot/synth pops and add roboticist jobs based off of that number?
Jame  [author] 17 May, 2021 @ 8:21pm 
JURASA,

The reason that value is done by adding 1 every 25 manually is because that would include organic populations into the counter. A planet of, say, 100 organics would produce roboticist jobs that are not intended to be produced.
JURASA 17 May, 2021 @ 1:27pm 
Well based on the code from starchitect's files, he seems to add robticist jobs based on pop


triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
job_replicator_per_pop = 0.05
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = no }
OR = {
owner = { is_mechanical_empire = yes }
has_building = building_robot_assembly_plant
}
}
job_roboticist_per_pop = 0.04
}

I'm not a modder so I wouldn't know how these events work in stellaris but do you believe it would be possible to add jobs based on population and not a triggered_planet_modifier every time the population is increased by 25?
Jame  [author] 17 May, 2021 @ 6:28am 
JURASA,

It functions normally on things like a Birch World or Alderson Disc, but like you said, the jobs cap at 16. There is no way to increase past that number, and making an exception for Birch Worlds may not be possible.

Keep in mind that the modifier may not appear on the Birch World/Alderson Disc on game start, but will be applied on the turn of the first month.
JURASA 16 May, 2021 @ 3:37pm 
How does the growth behaviour work on gigastructural worlds like a birch world or alderson disk? Is there a way to increase the number of robticist jobs beyond just 16?
Cutiegorgon 25 Apr, 2021 @ 2:46am 
It works just as you said. Sorry for false alarm, it just wasn't an intuitive solution
Jame  [author] 24 Apr, 2021 @ 2:46pm 
Cutiegorgon,

I have tested this using the following 4 variants at once (which I use regularly myself!):
Planetary Diversity (normal, Exotic, Shroud, Unique).

The result:

Game initiated without the modifier being present on Planetary Diversity worlds, whereas a standard world (i.e. Continental) had the modifier on game start.
However, after progressing the game 4 months, I noticed that it did appear on every one of the homeworlds in the galaxy (all but 1 were Planetary Diversity worlds).

I must ask: did you progress your game a month or two to see if the modifier was dragging its feet in appearing?
Cutiegorgon 24 Apr, 2021 @ 7:48am 
Sadly this mod seems to be incompatible with Planetary Diversity. The modifier does not appear on planets from this mod. Can you please consider working on compatibility patch?
Boomy 24 Apr, 2021 @ 12:29am 
You're doing amazing work.

So I'm not sure about it but now, same config, got to 10+ assembly growth the moment I got 40 pops on my capital. Same issues with colonies... really easy to get to 8 assembly growth + organics growth. So yeah, while the drain on the alloys is real the extra growth is worth it 100% of the time.

I think the problem is the per-pop extra job here

I think those values should be limited by the capital building on each planet and pops same for the reduction. And maybe put a cap on both (and ofc, a smaller cap on roboticists, I didn't test but 16 seems excessive).
Initial suggestion:
roboticists jobs every 40 robotic pops
replicator jobs every 30 pops

Limited to 1 if you have tier 1 Planetary Administration (or equiv) building and +2 to every tier above it to total of 7 max for replicators... and just +1 for roboticists.


Jame  [author] 23 Apr, 2021 @ 10:54pm 
Rainy,

Thank you for bringing up that bit of information.
I have opened a test game and examined the following civilizations:
Biological, Assimilator, Normal Machine

Results put the default growth of machine empires below the default growth of non-lithoid biological empires. However, as you are using traits for optimal assembly speed, it goes from a standard of roughly 6-7 to 10. Why is this?

If you have the +15% assembly speed species trait and the +20% assembly speed civic, you will receive a 35% bonus in assembly speed. This puts it at 8.1ish normally, but machines receive a multiplicative bonus to their modifier (to keep up with robots). This puts their value at around 10.

However, this has proven imbalanced (as you noted), as +35% should not take 6 to 10, so I have nerfed the multiplicative value. I will need to examine other ways to ensure that machines are not outpaced by robots.

Please let me know if you have any other thoughts regarding the balance of this mod.
Boomy 23 Apr, 2021 @ 9:58pm 
This can't be right. Playing Machine Rogue Servitor with all the civic and pop traits that increase pop growth on machines.
So on my colony, at the start of the game, on my capital, I'm getting +10 growth per month as a machine.
Once I get over 40 pops on my capital, even more.

New colonies start slow at 2.99, but soon after I end up with 8+ growth.

this is broken for machines, you need to revisit this mod on this issue man.

Haven't tested with the other machine emps but I don't see how it's diff. The Planetary Growth effects are busted for machines.
DoodleBobRed 20 Apr, 2021 @ 11:23am 
Update for 3.0.2?
Asu~♥ 18 Apr, 2021 @ 9:52pm 
Idk if it was me just being dumb/blind or your change to "every_planet" to "every_galaxy_planet" fixed it but mod seems to work now. Playing without this felt awful especially with the new pop changes.
Jame  [author] 18 Apr, 2021 @ 9:36am 
[EXD*]Asu~♥,

Very unusual. I have tested the mod and found a different issue, but not any information as to what caused your issue.
Modifiers are functioning on my end, unmodded (save for this one).

I will look more into it.
Asu~♥ 17 Apr, 2021 @ 7:35am 
Mod doesn't work on my end. Fresh game install. Error.log reveals this:
[16:34:45][persistent.cpp:35]: Error: "Unexpected token: planet_event, near line: 17
" in file: "events/exponentgrowth_events.txt" near line: 19
[16:34:45][eventmanager.cpp:407]: Corrupt Event Table Entry - } in events/exponentgrowth_events.txtline: 22
[16:34:48][metascript.cpp:148]: Compiling source for failed for missing args: limit, OR, is_colonizable, is_colony

[16:34:48][effect_impl.cpp:800]: Script Error: Invalid scripted effect: every_planet at file: events/exponentgrowth_events.txt line: 10

Jame  [author] 15 Apr, 2021 @ 12:54pm 
Game version updated to 3.0.1 with the release of Nemesis.
I have checked ingame and found that yes, planetary modifiers have been working.

If anyone runs into issue, please report it here so that I may fix it.
SharkSam 9 Apr, 2021 @ 1:25pm 
For some reason none of the population growth planetary features aren't showing themselves if it isn't any trouble can you get on to fixing that
Jame  [author] 1 Mar, 2021 @ 1:53pm 
Broken Sky,
It was not answered elsewhere so I'm glad you asked! It is safe to add to an ongoing game, and pop growth is calculated monthly.
Hope that helps!
Broken Sky 1 Mar, 2021 @ 1:29pm 
Sorry if this is answered elsewhere, but:
* Is it ok to add this mod to an ongoing game (old-savegame compatible?)
* How frequently is the growth updated?
Ferrous 12 Feb, 2021 @ 8:30pm 
Welp, i'm about to find out
Ferrous 12 Feb, 2021 @ 8:21pm 
what happens if you use this with carrying capacity?
crymson 7 Feb, 2021 @ 12:11pm 
Awesome, thanks for the quick update!
Jame  [author] 7 Feb, 2021 @ 7:48am 
crymson,

An error like this may be from faulty design. I looked into it and found that I was running a planet event on a country-wide scope.
crymson 6 Feb, 2021 @ 9:11pm 
Am getting a slew of these in my error log are they something to be concerned over?

[23:33:33][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: exponentgrowth.4
Event Scope: planet
Executing Scope: type=country
id=80
random={ 0 2416382430 }